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DigiEduHack 2025

Rethinking education in the age of digital skills.

Conscious Consumer 2.0 – Smart Choices in a Sustainable World

Solution details

We propese a multi-stage technology-enhanced learning project including the main elements such as Virtual Museum (Artsteps), Interactive Video (Powtoon), E-Magazine (Emaze/Canva), Kahoot/Gimkit gamified assessments, Mentimeter/Slido reflections, My Learning Journal (self-assessment).

We plan to use Technologies such as EBA, Canva, Emaze, Powtoon, Artsteps, Kahoot, Gimkit, Padlet, Mentimeter, Slido and VR glasses.

We aim reach these objectives:
1. Using English for authentic and meaningful communication
2. Developing sustainable consumption awareness
3. Enhancing digital production skills

Implementation milestones can be listed in phases below:
1. Flipped Learning Stage: Students watch EBA videos & complete Slido pre-test
2. Research Phase: Groups investigate consumption topics
3. Production Phase: VR museum, interactive video, or e-magazine
4. Presentation Phase: Smart Consumer Exhibition
5. Evaluation Phase: Rubrics, peer feedback, learning journals

Potential barriers foreseen are:
1. Limited access to VR equipment
2. Varying levels of digital proficiency
3. Time management during group work

Our solution can be used to enhance digital education by integrating multiple Web 2.0 tools into a unified learning experience, promoting active creation rather than passive consumption of technology, supporting blended and flipped classroom models, encouraging safe and ethical digital practices and providing measurable learning outcomes through rubrics and online assessments.

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Mindful Choices for a Better Tomorrow

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